They need to implement this into battle spirit “reduced all damage and healing from proc sets by 60% when in PvP areas”
They need to implement this into battle spirit “reduced all damage and healing from proc sets by 60% when in PvP areas”
there's no reason a two piece should be able to carry subpar players that happen to run in 24 man raids. It's gotten to a point where the only reason healers are even necessary are purifies. It's depressing.
brandonv516 wrote: »Sorry OP there have been changes to it.
This monster helmet has been over performing since it came out and there hasn't been a single change to it.
What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.
I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.
Nocturnalan wrote: »You're going to be really upset when that new super regen set comes out. Anyway it's a 35sec. cooldown, let it proc, back off then attack. L2P.
-Sorry your cheese bomb builds don't work as well as they use to.
brandonv516 wrote: »Sorry OP there have been changes to it.
brandonv516 wrote: »Sorry OP there have been changes to it.
Just needs to be removed to be completely honest. Or just gut the hell out of it and see how these 24 mans fair, especially with the rapids nerf I bet most of them go extinct.
brandonv516 wrote: »brandonv516 wrote: »Sorry OP there have been changes to it.
Just needs to be removed to be completely honest. Or just gut the hell out of it and see how these 24 mans fair, especially with the rapids nerf I bet most of them go extinct.
Nope disagree. Everything that is stacked by multiple players is OP.
My issue with earthgore isn’t even the absurd healing or how it stacks... it’s how brainless it is to use.
Add some skill component to it. Make it a conal ability, make it require a synergy activation, make it work only on players who aren’t CCd... anything... just make it so that you can’t be afk or botted and still be just as effective lol.
im not running dots in general so eurthgore doesnt bother me too much, its very strong vs the bleed/dot meta though, argueably too strong but the same can defenitly be said of bleeds for instance, and in general dots are plentiful outside of bleeds aswel in the meta,
so it is one of the few feasible counters, or be a templar, purge needs a serious buff to be more viable across the board of classes to be an argument imo unless you build around sustaining it. perhaps if the new curse eater set goes live it could get a tweak as it is alot for a two set I suppose.
Nocturnalan wrote: »You're going to be really upset when that new super regen set comes out. Anyway it's a 35sec. cooldown, let it proc, back off then attack. L2P.
-Sorry your cheese bomb builds don't work as well as they use to.
Well if your group's smaller you shouldn't be able to wipe them anyway bud.
Yeah I agree it is a good counter, but even then the counter is way too strong when it affects other things. My guild relies a lot on burst damage and not sustained damage. So it completely counters us, but when we tried to create a more sustained damage composition with synergies, and DoT ultimates it countered that too.
Nerftheforums wrote: »I would just like to remember you all that the strongest healing skills in the game was nerfed because it took literally nothing to perform well with it. For who is too new to the game or has short memory, you didn't need to target your allies to heal them with BoL or HtD. Now imagine that after this nerf you can just slot a monster set that heals for more than those healing skills ever did (and any other tbh), and requires literally nothing to proc if not to slot a healing skip whatsoever. Earthgire does not consume resources, has extremely easy proc conditions and is AoE. AOE GODDAMNIT.
"Raise the floor, lower the ceiling" btw
Well if your group's smaller you shouldn't be able to wipe them anyway bud.
Girl_Number8 wrote: »This monster helmet has been over performing since it came out and there hasn't been a single change to it.
What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.
I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.
It is a one trick pony at a 35 sec cool down. This is a learn 2 play issue. Zerglings really don't have a right to complain tbh. Especially when you have team purple and team green, zergs vs zergs, and whining nerf threads from snowflakes that are ruining PvP more then anything else.
There use to be a time when people would actually try to get better and list their builds, asking for help or advice, smh.
The best example of this is army of the pact. They run 4 full 24 man raids at a time and their damage is so lack luster. Yet every single coordinated group can’t kill them bc if you manage to get them low they have 10+ earthgores ready to pop. Easily the most braindead guild yet nothing can be done against them bc earth gore can stack infinitely on top of itself.The issue is two fold with this set 1) it’s a brain dead set. It procs most often when a Zerg is flat on their backs from a DBoS about to die because none of them know how to manage resources. Then a couple of EGs go off and poof 15 people now are saved from the 7 people they couldn’t have survived otherwise and then the other 11 of them show up. 2) this set pretty much only benefits large groups and zergs. Skilled small person groups typically don’t use this set because they can do better without it and there are more important things to worry about.
This set is a floor raiser like none other. It is the single biggest crutch in PvP and it requires zero thought to use.